军团活动:排行榜&军功上报
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@@ -58,6 +58,8 @@ import { dicArmyDonate } from '../pubUtils/dictionary/DicArmyDonateBoxReward';
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import { dicRoleFriend, DicRoleFriend } from "./dictionary/DicRoleFriend";
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import { dicRoleFriendLv } from "./dictionary/DicRoleFriendLv";
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import { Attribute } from "../domain/roleField/attribute";
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import { dicGuildActivity } from './dictionary/DicGuildActivity';
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import { dicGateActivityPoint } from './dictionary/DicGateActivityPoint';
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export const gameData = {
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blurprtCompose: dicBlueprtCompose,
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@@ -139,7 +141,9 @@ export const gameData = {
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armyDonateBox: dicArmyDonate,
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roleFriend: dicRoleFriend,
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roleFriendLv: dicRoleFriendLv,
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figureCondition: figureCondition
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figureCondition: figureCondition,
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guildActivity: dicGuildActivity,
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gateActivityPoint: dicGateActivityPoint
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};
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// 在此提供一些原先在gamedata中提供的方法,以便更方便获取gameData数据
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@@ -34,6 +34,7 @@ export const PVP = {
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PVP_SEASON_DAYS: 30, // PVP一个赛季的时间
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PVP_OPPONENT_FREEREFRESH: 3, // pvp挑战对手每日免费刷新次数
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PVP_WINREWARD_UPLIMIT: 10, // 连胜奖励军功加成上限
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PVP_LINEUP_HEROS: 6, // pvp最多上阵人数
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};
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export const ARMY = {
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ARMY_CREAT_COST: 188, // 创建军团需要的元宝
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@@ -75,3 +76,27 @@ export const EXTERIOR = {
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EXTERIOR_FACECASE: 11301, // 默认头像框id
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EXTERIOR_APPEARANCE: 11419, // 默认形象id
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};
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export const HTTPMANAGE = {
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ADDRESSTYPE: 1, // 1:开发服,2:审核服,3:版号服
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SERVERTYPE: 1, // ADDRESSTYPE下服务器的筛选:1:开发服,2:玩家服
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};
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export const SYSTEAM = {
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RECENT_GROUP_MSGS_CNT: 10, // 群消息获取条数
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RECENT_PRIVATE_CHATS_CNT: 20, // 最近私聊个数
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MSG_TYPE: 0, // 0:纯文本,1:副文本,2:表情
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};
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export const GUILDACTIVITY = {
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GATEACTIVITY_CHALLENGE_TIMES: 1, // 蛮夷入侵每天可以挑战次的次数
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GATEACTIVITY_HONOUR_RATIO: 0.5, // 功勋/积分的系数
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GATEACTIVITY_ENEMYCE: 2000, // 蛮夷入侵敌军2000战力模板
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GATEACTIVITY_ROUNDSTANDARD: 20, // 蛮夷入侵和基准战力相当的回合
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CITYACTIVITY_CHALLENGE_CD: 300, // 诸侯混战每次战斗之后的cd间隔
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CITYACTIVITY_CD_COST: 100, // 诸侯混战取消cd需要消耗的元宝数
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CITYACTIVITY_ROUND_COUNT: 40, // 诸侯混战的总回合数量
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RACEACTIVITY_LENGTH: 1000, // 粮草先行赛道的总米数
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RACEACTIVITY_ENCOUNTER: '100&1|200&2|300&2|400&1|500&2|600&2|700&1|800&2|900&2', // 触发道具和事件的米数(1:道具;2:事件)
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RACEACTIVITY_EVENT_RATIO: 0.5, // 触发事件好坏的比例
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GATEACTIVITY_GATEHP: 10000, // 城门血量
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GATEACTIVITY_BOSS_DIFFICULT: '1&1.2|2&1.5', // boss类型&难度系数|boss类型&难度系数(1:小boss,2:大boss)
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RACEACTIVITY_DURABILITY_REWARD: 2, // 每剩余1%耐久度给予X点功勋
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};
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@@ -0,0 +1,15 @@
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import { readJsonFile } from '../util'
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import { FILENAME } from '../../consts'
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export interface DicGkPvp {
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readonly id: number;
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readonly point: number;
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}
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const str = readJsonFile(FILENAME.DIC_GATE_ACTIVITY_POINT);
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let arr = JSON.parse(str);
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export const dicGateActivityPoint = new Map<number, number>();
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arr.forEach(o => {
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dicGateActivityPoint.set(o.id, o.point);
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});
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@@ -0,0 +1,33 @@
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// 军团活动
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import { readJsonFile, parseNumberList } from '../util'
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import { FILENAME } from '../../consts'
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export interface DicGuildActivity {
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// id
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readonly id: number;
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// 开启日期 星期几
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readonly openDay: number[];
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// 持续时间 秒
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readonly duringTime: number;
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// 开启时间 几点
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readonly startTime: number;
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// 开始倒计时 几点
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readonly countDown: number;
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// 对应关卡id
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readonly warid: number;
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// 基础功勋值
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readonly honour: number;
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}
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const str = readJsonFile(FILENAME.DIC_GUILD_ACTIVITY);
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let arr = JSON.parse(str);
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export const dicGuildActivity = new Map<number, DicGuildActivity>();
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arr.forEach(o => {
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o.openDay = parseNumberList(o.openDay)
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dicGuildActivity.set( o.id, o );
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});
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arr = undefined;
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@@ -41,6 +41,8 @@ export interface DicWarJson {
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readonly spine: string;
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// boss阶段
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readonly bossStage: number;
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// 敌人是小boss还是大boss,和gateActivityPoint的id相对应
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readonly enemyType: number;
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// 召唤技能的召唤物
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readonly callSkillData: string;
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@@ -88,6 +88,22 @@ export function getCurHourPoint(hour: number) {
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return time;
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}
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/**
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* 获取第2天凌晨几点的时间戳
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* @param hour
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*/
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export function getNextHourPoint(hour: number) {
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var date = new Date();
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date.setHours(hour);
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date.setMinutes(0);
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date.setSeconds(0);
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var time = Math.floor(date.getTime() / PER_SECOND);
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if (nowSeconds() > time) {
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return time + PER_DAY;
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}
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return time;
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}
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export function getTodayZeroDate() {
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var date = new Date();
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date.setHours(0);
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@@ -145,3 +161,14 @@ export function getNextTime(date: Date, h: number, m = 0, s = 0): Date {
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const timeToday = new Date(milliseconds).setHours(h, m, s);
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return timeToday > milliseconds ? new Date(timeToday) : new Date(timeToday + PER_DAY * PER_SECOND);
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}
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/**
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* 获得某个时间是星期几
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* @param {Date} time
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*/
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export function getCutDay(time?: Date) {
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if(!time) time = new Date();
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let d = time.getDay();
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if(d == 0) d = 7;
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return d;
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}
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